want custom model made for your map? please read


Neutrino
06-23-2006, 02:47 PM
is this post broken?
i cant see Coolhand's post

PanFrie
06-23-2006, 02:57 PM
WHOA!!! wtf??? its a ghost post :-P

Mr-Softy
06-23-2006, 03:09 PM
lol i wanted to have a look at this aswell lol :p

MeleeMe!
06-23-2006, 08:20 PM
breaker breaker 1-9: All units report to the mapping forum we have a WTF! in progress over.

CoolHand
06-23-2006, 08:43 PM
When I posted, the dod forum where in and out for some time. So I guess only the title got trought lol

Well here is it, I know a 3d modeler that is a graphic artist in real life and would like to create some DODS model to add to his portfolio. Just to be able to show thing to customer and clients. So he his looking for idea of model mapper would like to have. He ask me to gather ideas and we would make the model he choose to make, a public download on DODF website for all mappers to use.

So if you do have any ideas please try to find a image of what you want to help him decide and to make it. Could be a vehicule or something else as long as it follow the WWII and DODS theme and have a good reusability for other mapper as well.

Dash
06-23-2006, 09:25 PM
Well, Dod:S obviously needs smaller furniture.

Here are some ideas:

Smaller gutters
Beds with matresses
1940 Era Cars <-- REALLY NEEDED.
Pillars, Wall columns, decorative stone sculptures you can add on buildings (Like angels and the like)
Balconies, Window Balconies (The 2 we have in the SDK aren't really relevant to the era)


I could think of more...

CoolHand
06-23-2006, 09:47 PM
If you can do shearch via google image and come up with real images that would be really helpfull. More so for the type of car you would like to have :)

MeleeMe!
06-23-2006, 10:00 PM
A nice set of older european style buildings to be used in 3d-skyboxes would be nice. The advantage to making 3d skybox buildings with models is that you can have a few different skin sets for each model. So they can be used repeatedly in the same map without notice.

Ol' Noodle Head
06-23-2006, 11:03 PM
We need more wagons. DoD:S has one wagon. ONE!!

Image Search for you here:
http://images.google.com/images?svnum=10&hl=en&lr=&q=old+wagon

Ignore the covered wagons and there's lots of ref for you right there! Also, while you're at it we could use wooden wagon wheels as prop physics.

Ol' Noodle Head
06-23-2006, 11:05 PM
Regarding cars, the more destroyed looking, burnt or rusted out the better.

Neutrino
06-24-2006, 01:11 AM
maybe a more wild hedge. the selection in dod right now seems to be more property seperation based. how about some bushy ones like in the hedgerows

http://www.normandybattlefields.com/mapphotos/24-hedgerow.jpg

Dash
06-24-2006, 02:15 AM
Originally posted by Ol' Noodle Head
Regarding cars, the more destroyed looking, burnt or rusted out the better.

nooooo, we need normal ones too.

Fr3t
06-24-2006, 02:54 AM
What about a HORSA model ? The new mapping possibilities are going to bring new mapping ideas...


Here is a link :

http://www.fiddlersgreen.net/AC/aircraft/Airspeed-Horsa/info/info.htm

pluckster
06-24-2006, 12:52 PM
i almost hate to write down my list because its long but if they're looking for something ill put it down.

-antitank gun of sort
-poseable 88
-Axis landing craft
-misc. beach defence things(belgian gates, mines, etc)
-more fences/walls (stone and wood)
-Troop/Supply truck
-some camo covers(like the ones in 1.3)
-building accents(door frames, windows, etc)
-animals(farm or domestic , dead or alive)
-farm tools/vehicles
-defence positions(sand bag mg nests, etc)
-vehicle debris
-statues
-church accents(pews, altars, etc)

nave
06-24-2006, 02:03 PM
Originally posted by Neutrino
maybe a more wild hedge. the selection in dod right now seems to be more property seperation based. how about some bushy ones like in the hedgerows

http://www.normandybattlefields.com/mapphotos/24-hedgerow.jpg
YES!

I'm not sure how great of a portfolio piece foliage would be, but I would say DOD:S is very lacking...

That photo looks awesome and anything like that is impossible with the current model set.

piu piu
06-24-2006, 03:00 PM
i guess modeling bushes is a very ungrateful job and not very expressive for a portfolio either.

apart from that i agree: we definitely need more bushes!

:cool:

Ace_McGirk
06-24-2006, 05:45 PM
any of the big planes used for paratroops,full sized,with interior polys also(just troop area)jump door open

yep, thats all I would LOVE to see.....................:)

[907th]Frittz
06-24-2006, 09:01 PM
That gives me a few good ideas. I hope to get started this coming week on a couple of ideas. I will let Coolhand know what I am doing and see if he can post some WIP shots on DOD:F as I go.

Someth|ngW|cked
06-24-2006, 09:13 PM
More foliage models, preferably with varius sway animations

StreamlineData
06-24-2006, 09:41 PM
Here's the first one that comes to mind:

- The old IBM computers... the vacuum ones. (IBM did sell to the germans, didn't they?)

[907th]Frittz
06-24-2006, 09:56 PM
Don't think IBM entered the realm until 1953.
For info on the first German computer, go here. ;)

http://inventors.about.com/library/weekly/aa050298.htm

[BDS]Doc
06-24-2006, 11:02 PM
Thats a great offer Coolhand. I know the DODs community would appreciate anything he can come up with.

My vote would be for more 1940's cars as well.

[907th]Frittz
06-24-2006, 11:13 PM
Like Citroens, Mercedes and Volkswagens other than the Kubel ;)?

CoolHand
06-25-2006, 12:57 AM
By the way Frittz is the 3d modeler I was talking about so you can continue the convo on what you want with him since he will be the one doing them ;)

Someth|ngW|cked
06-25-2006, 04:06 AM
Omfg, some mercedes in dod would be so sick, i own a benz and i just love their history, even though they were the official car company of hitler's caravan they made some awsome machines up until the mid 90's

Give them a break, they made the first motorized vehicle ever . . .

Anyway here are some good pics of prewar mercedes cars and believe other prewar cars

http://www.prewarcar.com/searchresults.asp?make=Mercedes-Benz

[907th]Frittz
06-25-2006, 02:31 PM
I will see if I can find some good reference photos to build something. :)

StreamlineData
06-27-2006, 11:34 AM
Originally posted by [907th]Frittz
Don't think IBM entered the realm until 1953.
For info on the first German computer, go here. ;)

http://inventors.about.com/library/weekly/aa050298.htm Whoops. I was thinking of the punch-card computers... not the vacuum ones.
http://en.wikipedia.org/wiki/IBM#World_War_II_and_Holocaust_era

Hintzmann
06-28-2006, 01:39 AM
I do not know if it is reusabel for other mappers, but I could use a v2 rocket for a demolition map.

Here is at web-site about the v2 rocket.
http://www.v2rocket.com/

And here is a blue print.
http://www.v2rocket.com/start/makeup/blueprint.jpg

Here is some markings
http://www.v2rocket.com/start/makeup/markings.html

It would be cool with the B/W test skin, a camouflage and maybe a snowy skin.

[907th]Frittz
06-28-2006, 05:03 PM
Oh cool. Would you need that with the base?

Been pretty busy this week with regular architectural work so I haven't yet had a chance to start a model. Maybe I can get this made for sometime over the weekend.

[907th]Frittz
06-28-2006, 05:35 PM
Well I've got a start on the V2. Will see how it goes in the next couple o days.

I have the V2 made...just looking for more detail on the mobile launcher.

Hintzmann
06-29-2006, 02:34 AM
Great :-D you work fast with that 3d-modelling. Do you have some screenshots?

I will love to have a mobile launcher or a launch pad. But if this model is going to be reusabel for other mappers, you might want to create two models, a v2 rocket and a mobile launcher / launch pad. Some mappers may only need the v2 rocket, for a v2 stock or factory or for a train car with a v2 or what ever.

And another thing... I know I am getting more and more demanding... if this is going to be used in a demolition map, there should probably be a model of a destroyed rocket and some debris.

[907th]Frittz
06-29-2006, 09:35 AM
I will see if I can get a screenie posted shortly. Not much to look at but a cylinder and foils as of yet. ;)

With textures it'll look good.

A test...

www.lux3d.com/v2test.jpg

Hintzmann
06-30-2006, 01:28 AM
This is realy cool Frittz :D

When I first saw your screenshot I was surprised how tall the v2 is, but it was actully 14 meter ( 46 feet ) tall :eek:

It is perfect... keep up the good work :D

[907th]Frittz
07-03-2006, 02:17 AM
Rebuilt the wing section according to some new info I found. Of course I had to limit poly count a bit.

http://www.lux3d.com/v2wing.jpg

teflon{the_truth}
07-03-2006, 08:57 AM
All I can say is OMG!!! Looking SWEET!!!

Man, Frittz, U should do more modelling because man if u can make models like that u should do more the whole mapping community would be very thankfull

pluckster
07-03-2006, 10:33 AM
With the test skin on that would be a pretty sweet looking piece of work. keep up the great work man.

[907th]Frittz
07-03-2006, 11:47 AM
Thanks guys. I hope to get to the skin in the next couple of days.
Just working on another project and as soon as it's out of the way I can get back to the fun stuff. ;)

Dash
07-03-2006, 01:33 PM
I don't want to bash anyone or anything here, but that's just a normal rocket, it's not that uber-leet. I'm a 3D Artist myself and this is quite a simple model you're making.

I was wondering though, what do you use to make your models? I use Maya for 3D, but haven't got the grip on how to export maya objects to .mdl files

[907th]Frittz
07-03-2006, 02:03 PM
LOL. I know it's not uber-leet. Never said that it was.

It is going to be pretty accurate though.

The most impressive part will be the texturing and mobile platform.

I just appreciate the comments at this early stage. No harm in that.

Once texturing etc. is done it will look a lot better.

www.lux3d.com/base.jpg

I use Lightwave for a lot of the modelling and have an exporter
that exports textured and physx mdls.

I also have used Maya but I dislike the UV editing in it.

I recently bought Softimage and I am learning that to add to my toolkit.

As far as Maya exporting, check out this directory...not sure if it will help.

C:\Program Files\Steam\SteamApps\you@email.com\sourcesdk

There is no Maya PLE support though.

Logo I did for the 907th...

http://www.lux3d.com/temp/desktop907th.jpg

Ol' Noodle Head
07-03-2006, 03:10 PM
I don't want to bash anyone or anything here
LOL...sure you do. You do it often enough.

Frittz, it would be cool if you also did a destroyed version of the rocket, for the new Detonation games.

[907th]Frittz
07-03-2006, 03:18 PM
Actually I was talking to someone about that last night.
I have some component pics of the rocket that I can base debris
off of. ;)

Ol' Noodle Head
07-03-2006, 03:47 PM
Awesome!! Now we just gotta get Ranson to blow up his 88. :p

Dash
07-03-2006, 05:17 PM
Now that's a very impressive badge/logo!

CoolHand
07-03-2006, 07:37 PM
Originally posted by Dash
Now that's a very impressive badge/logo!

And 907th is proud to have such a talented graphic artist in our rank. He also did the new dodf banner for us all.

teflon{the_truth}
07-04-2006, 08:05 AM
Originally posted by Dash
I don't want to bash anyone or anything here, but that's just a normal rocket, it's not that uber-leet. I'm a 3D Artist myself and this is quite a simple model you're making.

I was wondering though, what do you use to make your models? I use Maya for 3D, but haven't got the grip on how to export maya objects to .mdl files


Now if it is so easy...as u say....where are ur models at for the community?

O, I forgot ur are to busy putting other people's work down to figure out how to put ur own work out. BTW go get a grip on how to export maya objects.....

[907th]Frittz
07-04-2006, 09:58 AM
Further updates will be at
www.dod-federation.com/forum

Don't want any flame wars begun.

Frittz

[907th]Frittz
07-08-2006, 07:34 PM
Quick update here...

www.lux3d.com/meiler2.jpg

ultranew_b
07-08-2006, 07:59 PM
Looks Great [907th]Frittz !!

Looking forward to seeing the final skinned model !!

:)

[907th]Frittz
07-08-2006, 09:43 PM
Yepper. Trying to finish this one tonight and then onto the truck/puller for the whole deal.

Then I will take all three models and poly reduce as much as possible and then onto UV mapping ;)

MeleeMe!
07-08-2006, 09:48 PM
Hammer has an option to choose multiple skins for the same model. hint hint...

:D

pluckster
07-08-2006, 10:17 PM
i wouldnt. Valve has been doing it right with only one skin per model. When packing a custom model in, youre probably not going to need everyskin for it (like youre not going to need a snow version for a nonsnow level) and all it would do is make the bsp bigger and harder on content servers

by the way, im liking the V2, cant wait to see this think in action.

MeleeMe!
07-08-2006, 10:34 PM
Originally posted by pluckster
i wouldnt. Valve has been doing it right with only one skin per model. When packing a custom model in, youre probably not going to need everyskin for it (like youre not going to need a snow version for a nonsnow level) and all it would do is make the bsp bigger and harder on content servers

by the way, im liking the V2, cant wait to see this think in action.

What?

You must be confused as to how that works or something. Alot of the Valve models have multiple skins right now.

Its simple, only pack up the skin you use for your map. Theres no need to pack the other skins if you arent using them.

CoolHand
07-08-2006, 11:35 PM
MeleeMe!

Everyone have valve model on their HD. When making custom model no one have them and even if a map have it it's pack in the BSP so every bsp need to pack it too. Thus making download biger and more load on the server that need to provide the download.

So you can't compare DODS model that everyone have to a custom model that need to be downloaded with every map that use it.

MeleeMe!
07-09-2006, 12:07 AM
Originally posted by CoolHand
MeleeMe!

Everyone have valve model on their HD. When making custom model no one have them and even if a map have it it's pack in the BSP so every bsp need to pack it too. Thus making download biger and more load on the server that need to provide the download.

So you can't compare DODS model that everyone have to a custom model that need to be downloaded with every map that use it.

No that would be the mapper's fault for adding extra textures that would'nt be needed.

Example:

Okay say I make a custom tree model with 3 different skin variations and release it to mappers to use in their maps.

Then you use the tree model in your map but you only use 1 variation of the skin.

Now when you pack your map up for release you will only have to pack the 1 particular texture file that you decided to use NOT all 3 textures. Just like you would with any other custom model you would use.

[907th]Frittz
07-09-2006, 12:22 AM
Minor update with start of launching platform...

www.lux3d.com/meiler3.jpg

[907th]Frittz
07-10-2006, 05:25 PM
Further update.

Here is the Hanomag SS 100 Tractor/V2 trailer puller thus far. Only got a day into it so far.

www.lux3d.com/Hanomag.jpg

piu piu
07-10-2006, 06:17 PM
YAY! :hamster:
looks cool.

[907th]Frittz
07-11-2006, 12:09 AM
Clearer images...

www.lux3d.com/hanomag1modo.jpg

www.lux3d.com/hanomag2modo.jpg

www.lux3d.com/hanomag1AO.jpg

www.lux3d.com/hanomag2AO.jpg

More edits tomorrow...

Hintzmann
07-11-2006, 02:16 AM
Frittz that look so cool. You got all my respect :-D

[907th]Frittz
07-11-2006, 08:14 PM
Not a very productive today. But almost done Hanomag and here are two clear renders of the model...

www.lux3d.com/hanomag1.jpg

www.lux3d.com/hanomag2.jpg

Hope to get to textures within a couple or three days.

Frittz

MeleeMe!
07-11-2006, 08:43 PM
Around how many polys is the truck, launching platform, and rocket? It looks great btw.

ultranew_b
07-11-2006, 09:18 PM
Looks great !!

A V2 launch site map tucked into a forest awaits these great models...Does anyone have one in the works?

:)

[907th]Frittz
07-11-2006, 09:40 PM
Not 100% sure. Shooting for 6000 per element. Less for the rocket of course.

Should the texture be around 2048x2048 or 4096x4096?

The truck is under 6000 (4900) at moment and compares polycount to the Kubalwagen.

I'm sure I'll trim them down before UV mapping. ;)

[907th]Frittz
07-12-2006, 12:10 AM
Almost done...and a cool angle. :P

www.lux3d.com/hanomag3.jpg

Hintzmann
07-12-2006, 01:44 AM
Originally posted by ultranew_b
A V2 launch site map tucked into a forest awaits these great models...Does anyone have one in the works?


Well I am very very fare from finish, but have some test compiles to get the right atmosphere of a snowy night forrest, with moving skyes and a full moon.
I have a working draft of a V2 bunker complex, a launch site, two bridges, a water mill and a village.

But with dod_ludendorff not finish, and my slow working speed its going to take month before I have anything good to show.

... And I have not 100% decided if I am going to make the above or a V2 factory with some combined architecture of the bunkers of Watten, Wizernes and Sottevast.

I wish I had some more time :-(

pedroleum
07-12-2006, 02:39 AM
Originally posted by [907th]Frittz
Not 100% sure. Shooting for 6000 per element. Less for the rocket of course.

Should the texture be around 2048x2048 or 4096x4096?

The truck is under 6000 (4900) at moment and compares polycount to the Kubalwagen.

I'm sure I'll trim them down before UV mapping. ;)

don't forget the LOD's ;) mappers will appreciate it!

[907th]Frittz
07-12-2006, 08:46 AM
Ah yes. Reduced poly versions.
Not sure how to set that up.

I will probably use 3dsmax to output to HL2.

Any advice would be helpful in that respect. :)

There are 4 levels of detais right?

www.lux3d.com/lodtest.jpg

Updates will be slow for a couple of days while I work on some architectural renderings for a client. Hope to post a few updates on textures etc. over the next few days if I get a chance.

Frittz

[907th]Frittz
07-12-2006, 10:22 AM
I look forward to seeing these models in DoD in that V2 map. :D

pedroleum
07-12-2006, 10:43 AM
there's a good page in the valve wiki
LOD Models - Valve Developer Community (http://developer.valvesoftware.com/wiki/LOD_Models)

i usually made about 3 additional lods.
actually, there's not much more to say :P it's all in there.

[907th]Frittz
07-12-2006, 07:13 PM
Thanks for the page...:)


Okay. Here is the final. Just going to clean up some polys and then onto textures...yayz! Should clock in at around 5000.

http://www.lux3d.com/hanofinalish.jpg

ultranew_b
07-12-2006, 07:30 PM
Sweet !

Is there an interior as well?

Looks good either way !

:)

[907th]Frittz
07-12-2006, 07:58 PM
Might save the interior for a later date and another release. :)

Tonedef
07-12-2006, 09:12 PM
Well, how are you going to go about texturing it then? I mean the windows. Or are you just going to make them dirty to the point you can't see through?

On topic: I noticed almost no one found pictures of what they requested. It is kind of a pain for modelers to have to track that stuff down, therefore making the possibility of your model request being fulfilled.

Also, it seems like the has become more of a preview thread than a request. Anyway it could get moved to the model preview and an actual request only thread be made? (Because no one uses the model request page and it would be a pain to sift through individual threads for stuff. A compilation request thread would be nice.)

[907th]Frittz
07-12-2006, 09:21 PM
Probably dirtied up for now.

I wouldn't mind the thread being moved atal.

I have the other requests in mind as well. Just going to finish up these three models first.

straybullet
07-12-2006, 09:33 PM
Looking really good there Frittz, can't wait to see them on a custom map.

I'm not quite sure how the detonation of models works, but it looks as though if you're going to make these models blow up, you'll have to animate them as separate pieces for the detonated version so that they fly apart when blown.

MeleeMe!
07-12-2006, 09:41 PM
Originally posted by straybullet
Looking really good there Frittz, can't wait to see them on a custom map.

I'm not quite sure how the detonation of models works, but it looks as though if you're going to make these models blow up, you'll have to animate them as separate pieces for the detonated version so that they fly apart when blown.

Actually I dont think any animations are needed for destructable models. I only glanced through a few tutorials though so I could be wrong. My understanding of it is that its pretty simple actually. The compiling part is whats confusing but the actual construction is a piece of cake.

Tonedef
07-12-2006, 09:55 PM
Yeah, the models are just comprised of gibs, so that upon trigger they will become physics and then they fly from the force of the explosion. Animation is becoming a thing of the past.

On a side note: Anyone notice that on Jagd after the tank goes if you shoot its gun the turret will move? I had a bit of fun with that to give me cover at one point. Turned into a tug of war between me and an MG lol.

[907th]Frittz
07-12-2006, 10:09 PM
I did notice that on the tank. LOL

straybullet
07-13-2006, 12:55 AM
Hmm...figured as much. I did notice the turret moving about after a grenade blast. Seeing the rockets, etc. blow with little bits flying around would be quite gratifying :D

bone450
07-13-2006, 09:33 AM
Originally posted by [907th]Frittz

Should the texture be around 2048x2048 or 4096x4096?


I think the limit is 2048x2048. See here: http://developer.valvesoftware.com/wiki/Texture

Can anyone confirm this?

skdr
07-13-2006, 09:37 AM
yes the limit is that, but don't use that big resoultion on prop models, never.

Use 1024x1024 or 512x512. Preferably 512x.

[907th]Frittz
07-13-2006, 09:48 AM
Hehe. I'll design the textures at hi-res but will use the lores for the game. ;)

[907th]Frittz
07-15-2006, 01:11 PM
Okay found a bit of time to get going on the UV's...Very rough still but taking shape. :D

http://www.lux3d.com/Hanotexture.jpg

More soon.

Frittz

belm
07-16-2006, 04:26 AM
All what I need is something like this:
10.5 cm le FH 18 (M)

http://worldwar2.ro/images/content/leFH_18-40_MMN_l.jpg
http://i18.ebayimg.com/02/i/07/4c/70/e0_1_b.JPG
http://www.ontheway.org.uk/reviews/LEVA/graphics/leFH18a.JPG

ultranew_b
07-16-2006, 07:21 AM
Originally posted by [907th]Frittz
Okay found a bit of time to get going on the UV's...Very rough still but taking shape.

Shaping up very nicely Frittz !!

:crown:

[907th]Frittz
07-16-2006, 02:37 PM
If I get the time, this model will be done in a day or so. Then off to the trailer.

Belm, when did you require the Howitzer?
I maybe quite busy for about 2 weeks with a few commercial projects. But after that I can probably take a stab at it.

belm
07-16-2006, 03:09 PM
Thanks that will be great because I've been working on dod_cannons
(Band of Brothers ep.2 - German artillery installation at Brecourt Manor)
http://www.webpark.cz/rangers/dods/dods.html

There was 10.5 cm le FH 18 (M) cannons and DOD:S include only germans Flak88 :angry:

[907th]Frittz
07-16-2006, 05:09 PM
This is closer to the actual ingame color.

http://www.lux3d.com/texturehano.jpg

Note this is still a hi-res texure. Will be downsampled on final.

ultranew_b
07-16-2006, 05:41 PM
Does the skin utilize the new phong texture effects?

[907th]Frittz
07-16-2006, 05:42 PM
Haven't read up on those yet. Not sure how they would be implemented. But I will look into it. ;)

Watchtower
07-17-2006, 06:26 PM
Id worry more about the right shaders being used on the glass of the vehicle and a semi-glossy look for the metal :)

Someth|ngW|cked
07-17-2006, 11:59 PM
Nice work so far

I could REALLY REALLY use a model of the LCT's shown on this page

http://www.missing-lynx.com/gallery/dio/lct_dedelillo.html

Both a world and skybox version would be nice but the skybox version will be used most and is obviously much lower poly

Also if possible could you make the LCT and RAMP either 2 seperate models or have a ramp "UP" "DOWN" and "IDLE" animation?

If you can get around to it, thanks in advance

Someth|ngW|cked
07-18-2006, 12:05 AM
Originally posted by [907th]Frittz
Haven't read up on those yet. Not sure how they would be implemented. But I will look into it. ;)

Phong is added through the VMT,a normal map with an alpha channel and an exponent map, i can set up phong on your models if you like, just PM me

Ol' Noodle Head
07-18-2006, 09:28 AM
A little off-topic, but has anyone seen or heard from Ranson or Ricochet? It would be nice to see more contributions from those talented guys as well.

(I emailed Ricochet a while back and haven't heard from him...real life concerns I expect)

[907th]Frittz
07-18-2006, 02:42 PM
Is Ricochet busy with Ham and Jam?

[907th]Frittz
07-19-2006, 09:01 AM
That would be fun to build W|cked. I will look into it. I can output animation from my software directly to HL2...so I will check this out.

[907th]Frittz
07-19-2006, 12:52 PM
Almost done. :D

http://www.lux3d.com/hanokewl.jpg

New wheels ta boot!! ;)

Hope to test this by the weekend. Already started texturing the wagen...V2 next.

Someth|ngW|cked
07-19-2006, 01:15 PM
Alright, sweet fritz, hope u get around to it, i know alot of mappers could use it

The truck looks great by the way, hoppe to see a release soon

[907th]Frittz
07-19-2006, 02:20 PM
Going to do a test of the truck over the weekend. Then I am going to finish texturing the meiler wagen and the V2 and release all three together. Then I will make variants of color. But i will work on the howitzer and the landing craft. :D

Someth|ngW|cked
07-19-2006, 04:24 PM
Schaweet, good to hear :D

[907th]Frittz
07-19-2006, 09:17 PM
Cool pic to give a sense of scale...

http://www.lux3d.com/scalev2.jpg

MeleeMe!
07-19-2006, 09:32 PM
Nice work with the texturing. Thats usually where I go wrong. Somewhere between UV mapping and getting the texture looking spiffy I usually goof something up from not thinking ahead.

[907th]Frittz
07-19-2006, 10:12 PM
I find the easiest way of UV mapping and texturing is to block out each section of the vehicle to a map segment. Then I make sure all points are unwelded before I start mapping the different groups. When I'm happy with the results I merge all the points. I always save in stages as well. So if I have to go back and change something it's easy to do.

MeleeMe!
07-19-2006, 11:02 PM
Originally posted by [907th]Frittz
Then I make sure all points are unwelded before I start mapping the different groups. When I'm happy with the results I merge all the points.

Oh wow. Thats gonna help a lot! I never would have thought to do that.

Ive been working on my most complex model to date (Flakveirling38) (the 4 barrel monster the Germans used as AA) and this is really going to be useful for me when the time comes.

Thanks for the tip I think thats really going to come in handy.

[907th]Frittz
07-19-2006, 11:07 PM
Better than dealing with the stretchy polys of doom when UV mapping. ;)

[907th]Frittz
07-20-2006, 07:54 PM
Done except for a few photoshop tweaks...

Now onto compiling and testing out this model.

Anyone know of a good plugin in Milkshape for poly reduction?

http://lux3d.com/images/lux2006.jpg

http://lux3d.com/images/lux2006b.jpg

Someth|ngW|cked
07-20-2006, 08:05 PM
Let me know when your ready for phong

[907th]Frittz
07-20-2006, 08:36 PM
I shall. Thanks a bunch. Should I bother with a bump map?

Someth|ngW|cked
07-21-2006, 01:50 AM
The normal is needed, all i have to do to it is add an alpha channel so yeah you can do the normalmap

straybullet
07-21-2006, 10:13 PM
Me: Do you come with the car?
Dude in Vest: Oh you! ::giggle::

:p Looking great. Can't wait to see the rocket/platform.

[907th]Frittz
07-22-2006, 09:20 PM
Okay just got back to the model.
Now let's suppose I am a total compile noob and I have an
.smd file for the model and the physics model and the .tga
ready and am stuck at writing a proper compile script and where
to place said models and texture in the dod folder for compiling. :)

Anyone have a sample script from a model they've done. ;)

LOL! Thanks for the help in advance. Once I do it once I will be
know how to continue from there.

MeleeMe!
07-22-2006, 09:49 PM
You can compile the smds from anywhere on your HD is doesnt matter. In the end the compiled models files will hae to go in...

C:\Program Files\Valve\Steam\SteamApps\your account name\day of defeat source\dod\models...

The compiled textures must be put in...

C:\Program Files\Valve\Steam\SteamApps\your account name\day of defeat source\dod\materials\models...


I dont have a QC file handy to post. Atleast I cant find the one I use as a base. You should be able to compile your model and textures in just a minute with

StudioCompiler (http://www.chaosincarnate.net/cannonfodder/cftools.php?program=studiocompiler)

Also there is a few bugs in the SDK right now so I will explain the steps needed to compile DoDs models.

1. First you have to open up the SDK and set the game your working with to Half-Life 2. Then close the SDK and open it up again. This will make sure the SDK is using HL2's game files.

2. Now Close the SDK again and go to this folder...

C:\Program Files\Valve\Steam\SteamApps\your account\half-life 2\hl2

Open up the Gameinfo.txt file and delete the letters I have highlighted in this screenshot (http://img104.imageshack.us/img104/7547/fdkjnfnvsk5.jpg). Then save that file.

3. Now open up studiocompiler and compile your model.

4. Repeat step 2 except replace the letters you deleted before. Then save the Gameinfo.txt file.

5. Now go to these folders and your model and texture files should be there...

C:\Program Files\Valve\Steam\SteamApps\your account\half-life 2\hl2\models

AND

C:\Program Files\Valve\Steam\SteamApps\your account\half-life 2\hl2\materials\models

6. Copy all your model files and put them into your DoD:S models folder. Do the same for your textures but place them in your DoD:S materials\models folder. (I gave you the full paths in the top of this post)

7. Change your SDK back to DoD:S and fire up the model viewer and enjoy!

Now were even for the UV mapping tips you gave me.
:D
Whew thats pretty damn confusing and ive done it a few hundred times now.

MeleeMe!
07-22-2006, 10:04 PM
Just FYI as soon as Valve fixes the SDK all you will have to do is start up studiocompiler, compile the model and your done. Instead of compiling it as a HL2 model and copying it all over. So I hope they fix this stuff soon. We've had to do things like this for the last 2-3 months now. :(

[907th]Frittz
07-22-2006, 10:54 PM
Hey...Thanks a bunch mate. :D

MeleeMe!
07-24-2006, 08:03 PM
Success?

[907th]Frittz
07-24-2006, 08:57 PM
Yes actually it is a success. :) Danka

I have to adjust a few things on the model for it's final compile.

Will post a screenie soon.

Just workin' on an architectural project tonight so no time to fix until tomorrow.

[907th]Frittz
07-28-2006, 08:33 AM
Been a helluva a week. Getting back to the texturing of the rest of the V2 set.

Here is a pic or 2 of the Hanomag in DoD...

www.lux3d.com/dodtest1.jpg and


www.lux3d.com/dodtest2.jpg

More soon...

[907th]Frittz
07-29-2006, 06:55 PM
Meiler Wagon thus far...

http://www.lux3d.com/v2/wagen1.jpg

More to come. Should be a relatively quick texture...

Someth|ngW|cked
07-30-2006, 04:20 AM
Looks pimp man, needs phong though ;)

[907th]Frittz
07-30-2006, 08:57 AM
Oh for sure my man. Going to have to phong it up after I get all the models skinned. :D

Someth|ngW|cked
07-31-2006, 03:00 AM
now and ill phong em for ya

[907th]Frittz
07-31-2006, 09:53 AM
How well versed in compiling are you Wicked? Been having issues especially with getting the physics model to compile properly...looks like the compiler is creating it's own physics model even though one has been supplied.

Dwin
07-31-2006, 02:20 PM
So, um...is this a model request thread or what? I could really use some proper decidious forest foliage.

[907th]Frittz
07-31-2006, 03:38 PM
Do you have any pictures of what kind of tree or trees?

Ol' Noodle Head
07-31-2006, 04:16 PM
I can't answer for Dwin, but some taller pine trees would be good. Like these pictures of the Bois Jacques:

From google (http://www.flickr.com/photos/acshepard/105683841/in/set-72057594071881008/)
Note how the actual canopy doesn't begin until some feet above the ground. The pine trees in DoD:S are much shorter.

[907th]Frittz
07-31-2006, 06:25 PM
Ah. The landscape of the battle of the Ardennes.

I'll put that on the short list. Fairly straightforward model...A lot of alpha work...

[907th]Frittz
07-31-2006, 08:26 PM
Here is the UV color blocking for the V2...:)

More to come.

www.lux3d.com/v2/v2color.jpg

Bostton1
08-01-2006, 05:44 AM
how about different cups, coffee/flower pots, different bikes, crates, last but not least different pianos, preferably larger and more annoying than the original ones.

LightningBoy
08-01-2006, 07:01 AM
Remakes of the Opel trucks from 3.1, both covered and uncovered would be a big help. A damaged / destroyed version would be a great help as well. Aside from covered and not, I recall there were two skins also.
One was the darker grey, and the other a tan color.
There are not nearly enough different (more diverse selection) WWII era civilian or even military wheeled vehicles. (1935 through 1945.)
The Opel trucks would be my first request.

[907th]Frittz
08-01-2006, 11:21 AM
I actually have opel truck patterns with markings etc and different box styles. I will try and fit in that request.

Nearing completion of the v2 project so I will be able to concentrate on some new models.

Cheers,

Frittz

BTW. Anyone know if milkshape preserves UV co-ordinates when reducing polys?

pluckster
08-01-2006, 04:20 PM
One thing i miss that didnt make it to source are camo coverings. for guns and sandbag defence posts.

ultranew_b
08-01-2006, 04:48 PM
Originally posted by pluckster
One thing i miss that didnt make it to source are camo coverings. for guns and sandbag defence posts.

Displacements + Alpha texture = no model required

:)

Someth|ngW|cked
08-01-2006, 04:52 PM
Sorry, my last post got cut off, i meant to say "Let me know and ill phong em for you"

I am pretty well versed in model compiling from XSI, are you using 3dmax?

Not sure why it would be creating it's own collission model though

Dwin
08-01-2006, 06:47 PM
Pictures. Sorry about the small size.

http://www.wargamer.com/Hosted/CloseCombatOmaha/Images/100-0051_img_2.jpg

http://www.wargamer.com/Hosted/CloseCombatOmaha/Images/100-0052_img.jpg

http://www.wargamer.com/Hosted/CloseCombatOmaha/Images/100-0046_img.jpg

But of course, with leaves.


Also, some bigger bush models would be nice. Around, maybe the size of a hedge model in our SDK, but more messy and...well, you know, bush-like.

TheSurgeon
08-01-2006, 07:46 PM
Originally posted by LightningBoy
Remakes of the Opel trucks from 3.1, both covered and uncovered would be a big help. A damaged / destroyed version would be a great help as well. Aside from covered and not, I recall there were two skins also.

I've got an Opel truck model, which I think I finished. I'll never be able to skin it though, and probably wont get round to finishing unwrapping it either. If someone else wants the model to unwrap and skin I can upload it though

renders:



[907th]Frittz
08-01-2006, 08:27 PM
I could probably UV that truck. :) What format is it?

TheSurgeon
08-01-2006, 09:30 PM
any format max can export to. I'll upload it tomorrow if you want to unwrap it, since I'll probably never do anything with it again.

[907th]Frittz
08-01-2006, 09:55 PM
Sounds cool. Wouldn't mind taking a crack at it. :)
Thanks.

BTW I can read any format pretty much.

I use Maya and Lightwave and have Milkshape and a few others for import/export.

[907th]Frittz
08-04-2006, 12:34 PM
Minor update.

Fiddling with the rocket engine texture...
Been a heck of a week in the real world. Got the weekend off so I hope to have most texturing and modeling done totally and then off to compiling and physics and lod models. :)

www.lux3d.com/v2/engine.jpg

LightningBoy
08-04-2006, 02:36 PM
Man,....those Opel trucks sure would be a welcome addition to many, many mappers. My 3.1 release of dod_warehouse had about 2 dozen of them , and I can't proceed with a (renamed) source version without 'em.
More correctly, I don't want to do it without 'em.
Either skin would be fine, and a damaged version isn't necessary, but that would be great too.

TheSurgeon
08-05-2006, 03:07 PM
here's the opel truck, in .3ds and .obj formats. it's not the best model i've ever made and some things aren't 100% accurate, but it should be good enough


http://www.edwards124.pwp.blueyonder.co.uk/opel.zip

[907th]Frittz
08-05-2006, 04:12 PM
Cool. I like the detailing in the undercarriage.
Nice model. :)

Frittz

LightningBoy
08-07-2006, 10:27 AM
Originally posted by TheSurgeon
[B]here's the opel truck, in .3ds and .obj formats. it's not the best model i've ever made and some things aren't 100% accurate, but it should be good enough

Great, and thanks a bunch but,.... Is it "game ready" / "Hammer ready"?
:confused:

TheSurgeon
08-07-2006, 11:08 AM
No, it's just the model so Fritz or anyone else who wants to can uvmap and skin it, since I'll never get round to doing it.

[907th]Frittz
08-07-2006, 11:38 AM
I'll probably take a crack at the skin quite soon. :)

LightningBoy
08-07-2006, 11:53 AM
Thanks Surgeon, :) and Fritz,... finish that V2 first,... it's look'n really good.
I've got just the right map to launch it from.:D

Dwin
08-07-2006, 02:38 PM
So do you think you could model some the requested foliage?

[907th]Frittz
08-07-2006, 04:52 PM
Oh yes. Modeling the foliage isn't hard at all. Just been a busy couple of weeks in the real world. :)

Dwin
08-07-2006, 05:23 PM
Thanks, that's great.

A question: how do you go about making the foliage skins?
:dog:

[907th]Frittz
08-10-2006, 11:58 PM
I hate real world jobs...;)

Anyways here is an update so you know I didn't die. lol.

http://www.lux3d.com/v2/v2rocket.jpg

Oh ya Dwin...the textures for trees are done pretty much similar to any other object. Were there any models you need to mod?

Dwin
08-11-2006, 08:04 PM
Not right now. Just the trees and bushes will be enough. Thanks! :D

Also, I'm curious about making foliage textures because it's not like making a single material like wood or metal. Rather, you have a bunch of leaves and the like that make up the material, so I figure it's rather difficult.

[907th]Frittz
08-11-2006, 09:40 PM
Usually you create a few groups of leaves with an alpha map and map those onto polygons and arrange them on one of the tree branches. You don't have to map every leaf, just groups.

Dwin
08-11-2006, 10:54 PM
What do you mean? I don't get it...:(

[907th]Frittz
08-11-2006, 11:02 PM
Okay...first you create the tree and bark. Then you create clusters of leaves using the alpha channel as transparency. Then you map the leaves on a group of polygons and map those onto branches. Take a close look at a tree model and you'll get the gist. :)

Dwin
08-11-2006, 11:41 PM
Oh, yeah. But I mean, if you want to have a dense foliage texture. That's a lot of little leaves you'd have to make.

[907th]Frittz
08-12-2006, 12:16 AM
True...You'd have to layer things but it wouldn't be so bad.

[907th]Frittz
08-15-2006, 07:45 PM
Here are the Hanomag and the V2 and their LOD Models.

http://www.lux3d.com/v2/HanomagLOD.jpg

http://www.lux3d.com/v2/V2LOD.jpg

The Hanomag models goes from about 6000 polys down to 1100 polys.

The V2 from 1200 polys to 300 polys.

pluckster
08-15-2006, 08:50 PM
*drools*

and when should we expct the release?

*wipes drool off face*

MeleeMe!
08-15-2006, 11:12 PM
Just curious. How did you go about reducing the polys for your lod models without losing texture cooridinates? I havent made any models high enough polys to worry about LODS but I was just curious becaue I would think all the texture coordinates would get really messed up. Anyway its looking great man. Good work.

[907th]Frittz
08-15-2006, 11:56 PM
I have a special plugin with a whack of options and UV preserving settings.
Really does a great job. Milkshape is the next best thing but it makes some funky looking models.

I hope to release next week. I have been flooded with regular work in the last few weeks and it's taken up some of my extra time. But the release is soon. :D

madmilo
08-16-2006, 04:29 AM
Sounds fantastic, Frittz!!! :p

ultranew_b
08-16-2006, 06:22 AM
Looks great Frittz !!

:)

LightningBoy
08-30-2006, 01:35 PM
Really look'n good,...I guess we'll be see'n these in more than a few maps.
Now all we need is the Opel trucks to carry all the necessary stuff, and troops that goes with supporting the rockets.:D

[907th]Frittz
09-05-2006, 01:44 AM
I'm back guys. Life's been pretty hectic lately. I will be putting finishing touches to the models shortly. I have LODS, physics boxes and so on read for most models. I may need help in compiling afterwards. Thanks for your patience.

God real life is a biatch :D

madmilo
09-05-2006, 02:12 AM
Well Frittz, we are convinced this one is worth the waiting.
We are looking forward to place this gigantic V2, in the streets of Gravenhage (in the Netherlands), on our coming custom map.

[907th]Frittz
09-05-2006, 07:50 AM
I'll be glad to see that as well. :D

caboose
09-06-2006, 06:11 AM
can any one make a model for a morter tube?

LightningBoy
10-10-2006, 01:44 PM
How's it going on these models Frittz?.
I hope you've been able to find some time to make a little progress
toward completion.

The V2Rocket would be great, and the Hanomag is nice, but....
those Opel trucks would certainly be a welcomed addition to the mapping community. :)

Still look'n forward to a release for any and all of your work.:D

Roostergold
10-13-2006, 08:01 PM
TREEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEES!!!!

jules
10-13-2006, 08:37 PM
How about a belgian gate, that'd help with d-day maps

Ol' Noodle Head
10-16-2006, 08:17 PM
If I could have a Christmas morning model wish

It would be for an "Assorted Wagon Pack". We have really one wooden wagon in DoD. Shameful! I'm sick of seeing it everywhere.

How about four or five wagons in a package, perhaps with busted up versions and snow skins as well.

It would be an easy project for you Frittz, or even perhaps a new modeller. Wagons have simple geometry and wood textures.


Please!

Dash
10-22-2006, 12:52 PM
Any updates? It's been a while since Fritz posted!

LightningBoy
10-25-2006, 08:28 AM
Any WWII truck models out there anywhere already?,....anywhere?,.....anybody?
Conversion of a previous 3.1 release over to a source version requires trucks,....a lot of trucks.

Thujalvi
11-04-2006, 07:52 PM
I've been working on this one:
http://i54.photobucket.com/albums/g110/Thujalvi/sdkfz251d_04.jpg
http://img186.imageshack.us/my.php?image=sdkfz251d04bigir0.jpg
If there's need for such model I'll make it available for mappers to use. Also if you wan't to follow the project as it progresses go to:
http://www.game-artist.net/forums/showthread.php?t=666

-Thujalvi

Roostergold
11-04-2006, 08:07 PM
thujalvi, looks pretty good so far, actually i would like a German Halftrack in my upcoming map, so keep at it :D

TheMiede
11-05-2006, 10:53 AM
Yeah i really like the german half track as well, I could use it if you made a snow version of it. Keep going its looking nice.

TheSurgeon
11-05-2006, 03:37 PM
Originally posted by Ol' Noodle Head
It would be for an "Assorted Wagon Pack". We have really one wooden wagon in DoD. Shameful! I'm sick of seeing it everywhere.

How about four or five wagons in a package, perhaps with busted up versions and snow skins as well.

I've just tried making one using a concept sketch I found for CoD. I'll try and finish the uvmap and skin it tomorrow and then do a destroyed version.


http://img506.imageshack.us/img506/2893/wagonofunparalleledpropnr8.jpg

pluckster
11-05-2006, 06:47 PM
ooooooouuuu, purdy. Thatll be a nice chance from the ONE we have now

Ca-Chicken-Soup
11-05-2006, 07:09 PM
Damn right, keep it up and do some more surg!

Ol' Noodle Head
11-05-2006, 07:41 PM
Someone answered the call! God BLESS you, Surgeon!

DoD:S now has TWO - COUNT 'EM - TWO wagon models!!

Very nice. Can't wait to see the skins. Snow skin, too?

Slackiller
11-05-2006, 10:42 PM
very nice model. love the look of it :cool:

Bartacus
11-22-2006, 11:22 AM
Subscribed!! We must have more models! Us noob mappers need em to inspire our themes. :) I'm dying for a decent submarine model, allied or axis irrelevant! I can't find a Source-compatible sub MDL ANYwhere.

Bart
P.S. Great work Fritz! Can't wait to see the finished V2!!

Ca-Chicken-Soup
11-22-2006, 09:44 PM
Originally posted by Bartacus
Subscribed!! We must have more models! Us noob mappers need em to inspire our themes. :) I'm dying for a decent submarine model, allied or axis irrelevant! I can't find a Source-compatible sub MDL ANYwhere.

Bart
P.S. Great work Fritz! Can't wait to see the finished V2!!

I think there's a sub kicking around somewhere, they're definitely in some custom maps, but they might just be brushed based.

Ol' Noodle Head
11-23-2006, 06:34 AM
The only sub I remember is from El Capitan's wonderful, underrated dod_subterrania. I'm pretty sure that was brushwork.

We could use more mundane items, as well. A perfect weekend job for an experienced modeller or a good starter project for a new guy. I'm thinking of things like new window/shutter models, new fences, furniture, picture frames, chimneys. Basically all the stuff I'm sick to death of seeing in Source maps.

Hopefully I'll get around to it and post some reference material.

Bartacus
11-23-2006, 01:57 PM
I considered doing the brush work, but since I'm an uber-noob at mapping, I'd have to learn texturing as well. One thing at a time. :) 3 of us just got the mapping urge, and I'm trying not to be overwhelmed by learning too much at once. The last mapping I did was for Doom. :) Lots to learn here, and I'm finding this forum extremely helpful. Texturing a sub is just beyond me right now. I'm sure I could make the shape, but couldn't paint it.

Bart

Scooby
11-23-2006, 03:08 PM
Originally posted by Ol' Noodle Head
The only sub I remember is from El Capitan's wonderful, underrated dod_subterrania. I'm pretty sure that was brushwork.

.

There's also a sub in [AOS]Albatros' map Luebeck as well. It's done with brushwork too.
DOD_Luebeck thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=68227&highlight=source)

Subterrania was a great map. I wish it was out there more!

belm
12-01-2006, 12:05 PM
German 10.5 cm leFH 18

I've been working on German 10.5 cm leFH 18 because i need this cannon for my map.



http://www.flamesofwar.com/Article.asp?ArticleID=207

pluckster
12-01-2006, 03:17 PM
hey belm, mind if i take a crack at skinning that? i have no experience with skinning but i would like to see if i could use your model to practice on because i would also like to see a nice artillery piece

TheSurgeon
12-01-2006, 08:01 PM
i started this a few weeks ago just as something to fill space in my cherbourg port. there's about 8 skins: 3 colours with different ads on the sides, and a snow version of each colour. i need to fix a couple of errors in the snow skins and change the numberplates, once that's done i can release them.

and i'll also get the wagon model i posted finished soon, i've been busy with this model, cherbourg and other things, but i've found a few good wood textures to use so that shouldn't take long to skin.




ultranew_b
12-01-2006, 08:37 PM
Originally posted by TheSurgeon


Nice !

:)

yucouncoun
12-02-2006, 09:34 AM
Originally posted by belm
German 10.5 cm leFH 18

http://www.wlhoward.com/id1074.htm

Some other 105 nice shoots if you need

Thujalvi
12-02-2006, 11:51 AM
Just a quick update, mostly to remind that my halftrack isn't entirely dead.
http://i54.photobucket.com/albums/g110/Thujalvi/sdkfz251d_05.jpg

MeleeMe!
12-02-2006, 06:51 PM
Originally posted by Thujalvi
Just a quick update, mostly to remind that my halftrack isn't entirely dead.
http://i54.photobucket.com/albums/g110/Thujalvi/sdkfz251d_05.jpg

Go a little crazy with the scratches eh? :p

Im working on a Kettenkrad (aka "the rabbit" from Saving Private Ryan) but theres not enough done to really show any screens. Im still getting the hull worked out.

http://www.autogallery.org.ru/k/n/44kettenkrad_Vintage-imports.jpg

Ill probably do the little trailer cart eventually too. They were tough little vehicles. I have pics of them pulling full size trucks through thick mud and hauling around artillery pieces.

Thujalvi
12-05-2006, 10:34 AM
Originally posted by MeleeMe!
Go a little crazy with the scratches eh? :p

Well the whitewash didn't stick to the metal surface too well.

Thujalvi
12-15-2006, 06:37 PM
I haven't even touched this one for a while, but I managed to create a satisfactory texture for the tracks today.
http://i54.photobucket.com/albums/g110/Thujalvi/sdkfz251d_06.jpg

I'm considering doing some more props after this ;) *hint*

Slackiller
12-15-2006, 11:09 PM
:eek: Nice! :cool:

madmilo
12-16-2006, 04:52 AM
Looking great, that's for sure!
:)

jules
12-16-2006, 05:31 AM
Originally posted by Thujalvi
I haven't even touched this one for a while, but I managed to create a satisfactory texture for the tracks today.
http://i54.photobucket.com/albums/g110/Thujalvi/sdkfz251d_06.jpg

I'm considering doing some more props after this ;) *hint*
What exactly are the plans for the spot where the MG goes, do you plan on letting an mg set up there, or are tyou going to let that mg shape stay there.

Thujalvi
12-16-2006, 01:19 PM
I haven't made any decision about the mg-42 so far. The shape is a placeholder either way but I'm leaning towards not being able to get into the vehicle at all, thus not being able to set up a machine gun there.

jules
12-19-2006, 07:25 AM
Not to sway your decision, but it would be cool to set up mg there :D
Does anyone know if the guy who made the dog sector map has released the belgian gate model?

jules
02-18-2007, 06:49 AM
Okay I'm going to bump this thread, I think it's an important one.

Thujalvi
02-24-2007, 07:04 PM


I'd say it's about 80% done.

Ranson
02-27-2007, 07:18 AM
Nice progress Thujalvi.
There's a pretty neat Japanese website about WW2 miniature models. There's a Sonder KFZ 251 and a lot of other authentic looking models. Just in case you could use some more refs. ;)

http://www.geocities.jp/itk1005kk/militarymodel.html


---

A good friend of mine is making a map and asked for a crashed plane, so I made a destroyed version of the Me109. Might be of use for someone else, so here you go.

http://stuff.ranson-3.de/dod_testmap0015.jpg
http://stuff.ranson-3.de/dod_testmap0022.jpg
http://stuff.ranson-3.de/me109_destroyed.jpg

Download:
http://download.ranson-3.de/me_bf109g_destroyed.rar (use "Save as...")

pedroleum
02-27-2007, 08:48 AM
looks amazing, ranson :)
you should put that rar up in the main-section or the mappers section, otherwise, noone will find it :P

ultranew_b
02-27-2007, 08:49 AM
Sweet model !

I'm putting it in my map right now !

Thanks

:)

Dustin Diamond
02-27-2007, 11:36 PM
yeah get trp.jed to add it to the models list

Slackiller
03-01-2007, 08:19 PM
Nice I needed a crashed Plane

Guyver
03-01-2007, 09:30 PM
That is very nice, Ranson. :)

jules
03-27-2007, 05:35 AM
That destroyed plane looks really sweet.

Unk
03-27-2007, 07:53 AM
nice work guys all of you

Ca-Chicken-Soup
03-27-2007, 08:42 PM
About bloody time Ranson! I was sick of having players destroy a plane which just spewed smoke and did nothing else. Watch for it in dod_prachuap.

P.S. I hope there's some physics objects in that pack, it would get a lot more use for det maps

Formologic23
03-27-2007, 08:48 PM
:eek: :eek: :eek: :eek: OMFG, I have to have this. Check this out:

http://www.thegamerplanet.com/formologic23/Images/timberland/Downed%20Plane.jpg

I could have used this, well, I will be using in b4. That's awesome. Thanks Ranson!

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